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the7trumpets

RH Commute Testing...

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Ok, I don't post much, but from reading this I can't help myself. Since this is my first Simcity game to play, are the other games like this, as in, is the traffic problem such a $%&^! in the others as it is here? Sheesh, this is getting ridiculous. I wish this would all end very soon.

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    Just so you guys know, there is currently an inter-city commute bug where info is not being shared correctly between saved game files, causing varying instances of strange behavior.
     
    cthom, I wouldn't worry too much.  The only reason there is confusion and traffic problems is that this games' traffic simulator is INSANELY more complex than any previous simcity game.  It is a huge step forward, and with any brand new venture, problems in gameplay are expected.  Think of this as appollo 2, it wasn't until appollo 11 that we actually got to the moon 3.gif.  Our goal here is simply to pull the traffic engine apart so that we better understand it, to give mayors better knowledge and tools with which to enjoy the game.

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    Posted:
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    I know this is kinda off topic and all but only some parts of it are. I was going to, initially first ask you guys if it is possible in any way to make seaports ship garbage. For some reason I though they could but they really can

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    COme to think of it, I have never tried shipping garbage on ship, and I really don't know if it is possible or not. I know it was possible in sc3000.
     
    Regarding the car/bus traffic issue regarding neighbouring cities, I constantly have the same problem and I'm sure there's many others. Car/bus rates would fluctuate violently in the working city yet remain stable in the resedential city. This is also a glitch I suppose and the best we can do is hope the patch fixes it.
     
    As for the dissapearing workers, it just might be a glitch, dont be too hard on it. As long as the buildings still appear and that the glitch dosent cause other problems its fine. Judging on how complex and fragile the whole simcity 4/RH program is, I wouldn't be surprised if there were a few glitches. I hear that there a patch coming soon so it might just fix a few problems. But don't count on it. I have learned that hard way over the past few months that the more you depend on something to happen, the less likely it will happen...
    As i say, dont mind it that much if it isn't causing any other significant problems other than the traffic data.
     
    By the way, I actually like one aspect of having several glitches, so that when the patch come out, the more glitches the greater the chance that at least one of them will be fixed!!!!9.gif9.gif

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    The Prima guide states that garbage must be shipped by road and cannot be shipped by ship or train. I'm curious if it can be shipped by ferry boat. I'll have to test that tonight.

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    I also have something to say.
    In my region, about one third of the people from a 40k inhabitant city use to work in the neighboring Metropolis (lol). I've decided to build a railway linking this two cities. However,only half of it, in the 40 k city is built. On the other side, ther's nothing. The amazing thing is that 5k people use that railway and an avenue leading nowhere! And in the metropolis, there are unemployment problems!
    Unexplainable.

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    Hello all.

    My first post will be for you, as I just lost around an hour building a real puzzle of roads to leave some place for the Regional University wihtout breaking the commutes using my nearby cloverleaf... and failed. 7.gif

    I don't think this is rush hour specific, as it involves single-side cloverleafs, but they are rarely used (i think), so the bug should have remain unseen all these times. Or maybe you have allready statued on that not being a bug. If this is the case, sorry for the post 2.gif.

    --

    To the facts then, here is the test :


    Edit:
    I was using the following mods of interest: the7trumpets' Transit BugFix 0.19 and DarkMatter's TrafficFix(perfect) I double-checked today without them, and, as I though, had the exact same behaviour.


    Here is an exemple, we are looking at the north-west cloverleaf, where the cursor is. The sims should come from he right, go to the firestation, then back home using the road on the other side of the cloverleaf to go around the highway, then using the south cloverleaf to take the highway back home.
    They don't, leaving the R empty or winning a tiny NJZ if they did before :
    sans.jpg
    (I put a road along the south cloverleaf to discriminate it. Same reason for using a classic-one for the R side)

    It seams that when you build single-side cloverleafs, sims won't use the two-tile road for normal traffic. Actually, they can go to the firestation, but can't go back, as they can't use the cloverleaf road if they don't want to go on highway.

    Let's build a turn-around to check that :
    avec.jpg
    Now the sims come in and use the the new way to go back through the other-side of the highway, avoidig the bugging cloverleaf piece of road.

    So the cloverleafs don't allow normal traffic. Why this should be a bug ? Afterall, they do what they are meant to. Moreover, they have different looking than usual roads. Let me introduce what DO really upset me 7.gif :
    temoin.jpg
    Whith my old double-cloverleaf, many cars used the bridge, only to pass through.... so why they should'nt do so on a single straight line ? I know it's a really specific issue, but here it is though 16.gif

    Add that the sims are totally unable to get the highway back if the other cloverleaf is ONE-TILE more away from their home, and that no sim will go there without taking the highway ; my so lovely mountain university will remain a dream 9.gif

    --
    That done, time for the traditional beginner thank to all of you, posters of this forum5.gif. Since I have installed back Simcity few days ago, I spend more than half of the time searching here for why this or this strange behavior occurs in my cities. And they became LOTS more viable thanks to you 2.gif I'm going to parse your Inter-city commute testing righ now, maybe i'll understand why my 20000 sims in a city find jobs while only 8000 of them goes where there is. 22.gif

    *Study is the key for being a good mayor*14.gif

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    Posted:
    Last Online: A long, long time ago... 
     

    A little more about that.

    This works really well the other way. Here are 3 more tests, all working. The R part is still the same as above, but this time, I placed the dead-end on right side of the cloverleaf. All of the shots are with EVENING commute path

    Plopping the Firestation straight ON the cloverleaf will allow sims to use it as a road :
    ona.jpg
    onb.jpg

    Plopping the Firestation on the right of the cloverleaf, will also work well, sims going back through the cloverleaf (as I expected them to do the other way - previous post)
    right.jpg

    Quite realisitc though, as the not used way is the one at side with the Cloverleaf, which is crossed by every car going either to or from the highway. Maybe unpraticable. Still can't figure out if it's an attended behavior. But IMHO it must'nt, as it is really far too surprising.

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    Duh... you were allready aware of that. I'd love I could be of some help.

    Nevermind then, maybe another time. In the meanwhile, i'll spend my time at more useless posts through here. 9.gif

    Thx by advance the7trumpets 1.gif

    PS: Shame on me I hadn't seen your transportation bugs thread, it was right under my eyes. Sorry for misplacement, I thought it was the sole thread remaining unlocked.

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    Any chance of seeing a patch 3 compatible version of DarkMatter's pathfinding fix any time soon? My paths are all screwed on the default heuristic thing.
    Sorry if this is the wrong thread. I followed the link from https://www.simtropolis.com/modfiles/content.cfm?section=MODS&detail=201 to topic 39480, but that was locked with a message to use this topic instead.

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    I concur, I also would love to see this done.
    I still use it in my game, LOL, I can't work without it.  14.gif
    I may run the risk of crashing, but it's worth it!  22.gif

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    Guest
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    Edit: Woops wrong place to post.

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    Posted:
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    It seems as though people have turned their interests to other things than pathfinding/communte testing, but I will share this anyhow.

    A while ago i wrote a Java applet that showed the searching that an A* pathfinding application took to find a route from a start position to the finish position taking into a few terrain types.
    Recently have become interested in learning how to write programs in C sharp, so to learn I decided to re-write my Java pathfinding applet in C sharp.

    Below is the link to the application as well as a couple of sample maps.

    http://www.rendili.pwp.blueyonder.co.uk/pathfinding/


    Whilst writing it a had a load of ideas on how i could expand the program, so soon I will write version 2 of the program which will (hopefully) take into account congestion amongst other things.

    thanks, rendili

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    Posted:
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    I have the following MODs installed in my Plugins folder. I really don't notice much of a difference after about 100 game years.

    Do any of these MODs conflict?

    Plugin_DM_TransitSupermod_TrafficSim_PathfindingPERFECT_Speedx10_HiCapacity_v2_0
    Transit_BugFix_RH_ExpandedOptions
    Transit_BugFix_Supp_V2
    Transit_supp_1_2_0

    Thanks in advance for any assistance.

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    no, those plugins should all be fine together, if you don't think they are helping, remove the files, if you get tons of njz's then the mod is working (remember to not save the city after you do this, then exit and put the mod back, or you will be fubar) lol

    hope this helps...

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    So I've been following around your guys' threads and am now confused.

    Really, I just want to know what is the latest mod you have come up with for RH? I have PathFindingModd & PathfindingFix_RH but don't want to install for fear of using the wrong one. Is there one that's more recent than either of these?

    I commend you on this daunting task. Maybe Maxis should hire you guys as programmers or early beta testers!

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    check the last link in my sig, I discuss the diff transit fixes and your options, there are basically 3 choices, if you have any questions about it, pm me after you read it
    hope this helps...

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    Posted:
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     also have something to say.
    In my region, about one third of the people from a 40k inhabitant city use to work in the neighboring Metropolis (lol).
     
    yes i have the same problem in my city that some part of my population works in a naighbor city... i don't know if it good or if its bad but i would prefer to keep them in my city ...

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    Date: 11/18/2003 7:31:48 PM Author: Fremax I know this is kinda off topic and all but only some parts of it are.  I was going to, initially first ask you guys if it is possible in any way to make seaports ship garbage.  For some reason I though they could but they really can

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    Posted:
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    Download the NAM instead, it contains the fixes and much more!

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